Custom Gis Application with Arcgis Javascript API with modern layouting
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// All material copyright Esri, All Rights Reserved, unless otherwise specified.
// See https://js.arcgis.com/4.30/esri/copyright.txt for details.
//>>built
define("exports ../core/libs/gl-matrix-2/math/vec2 ../core/libs/gl-matrix-2/factories/vec2f64 ../core/libs/gl-matrix-2/factories/vec4f64 ../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput ../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl ../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUDOcclusionPass.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUDVisibility.glsl ../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff ../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl ../views/3d/webgl-engine/core/shaderModules/Float2PassUniform ../views/3d/webgl-engine/core/shaderModules/Float4PassUniform ../views/3d/webgl-engine/core/shaderModules/FloatPassUniform ../views/3d/webgl-engine/core/shaderModules/interfaces ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform ../views/3d/webgl-engine/lib/TransparencyPassType ../views/3d/webgl-engine/lib/VertexAttribute".split(" "),
function(r,l,t,B,m,C,D,E,F,G,H,x,I,h,J,K,u,L,y,n,M,b,N,O,v,p){function z(a){const c=new N.ShaderBuilder;var e=a.signedDistanceFieldEnabled;c.include(F.HUD,a);c.include(C.SliceDraw,a);if(a.occlusionPass)return c.include(G.HUDOcclusionPass,a),c;const {vertex:g,fragment:f}=c;c.include(u.ScreenSizePerspective);f.include(K.RgbaFloatEncoding);f.include(J.ColorConversion);c.include(I.VisualVariables,a);c.include(D.ObjectAndLayerIdColor,a);c.include(H.HUDVisibility);c.varyings.add("vcolor","vec4");c.varyings.add("vtc",
"vec2");c.varyings.add("vsize","vec2");c.varyings.add("voccluded","float");g.uniforms.add(new n.Float4PassUniform("viewport",(d,q)=>q.camera.fullViewport),new y.Float2PassUniform("screenOffset",(d,q)=>l.set(A,2*d.screenOffset[0]*q.camera.pixelRatio,2*d.screenOffset[1]*q.camera.pixelRatio)),new y.Float2PassUniform("anchorPosition",d=>w(d)),new n.Float4PassUniform("materialColor",d=>d.color));L.addPixelRatio(g);e&&(g.uniforms.add(new n.Float4PassUniform("outlineColor",d=>d.outlineColor)),f.uniforms.add(new n.Float4PassUniform("outlineColor",
d=>0<d.outlineColor[3]&&0<d.outlineSize?d.outlineColor:B.ZEROS),new M.FloatPassUniform("outlineSize",d=>0<d.outlineColor[3]&&0<d.outlineSize?d.outlineSize:0)));a.pixelSnappingEnabled&&g.include(E.AlignPixel);a.hasScreenSizePerspective&&(u.addScreenSizePerspective(g),u.addScreenSizePerspectiveAlignment(g));a.debugDrawLabelBorder&&c.varyings.add("debugBorderCoords","vec4");c.attributes.add(p.VertexAttribute.UV0,"vec2");c.attributes.add(p.VertexAttribute.COLOR,"vec4");c.attributes.add(p.VertexAttribute.SIZE,
"vec2");c.attributes.add(p.VertexAttribute.FEATUREATTRIBUTE,"vec4");g.code.add(b.glsl`
void main(void) {
ProjectHUDAux projectAux;
vec4 posProj = projectPositionHUD(projectAux);
forwardObjectAndLayerIdColor();
if (rejectBySlice(projectAux.posModel)) {
// Project outside of clip plane
gl_Position = vec4(1e038, 1e038, 1e038, 1.0);
return;
}
vec2 inputSize;
${a.hasScreenSizePerspective?b.glsl`
inputSize = screenSizePerspectiveScaleVec2(size, projectAux.absCosAngle, projectAux.distanceToCamera, screenSizePerspective);
vec2 screenOffsetScaled = screenSizePerspectiveScaleVec2(screenOffset, projectAux.absCosAngle, projectAux.distanceToCamera, screenSizePerspectiveAlignment);
`:b.glsl`
inputSize = size;
vec2 screenOffsetScaled = screenOffset;`}
${a.vvSize?"inputSize *\x3d vvScale(featureAttribute).xx;":""}
vec2 combinedSize = inputSize * pixelRatio;
vec4 quadOffset = vec4(0.0);
bool visible = testHUDVisibility(posProj);
voccluded = visible ? 0.0 : 1.0;
`);var k=b.glsl`vec2 uv01 = floor(uv0);
vec2 uv = uv0 - uv01;
quadOffset.xy = ((uv01 - anchorPosition) * 2.0 * combinedSize + screenOffsetScaled) / viewport.zw * posProj.w;`;const P=a.pixelSnappingEnabled?e?b.glsl`posProj = alignToPixelOrigin(posProj, viewport.zw) + quadOffset;`:b.glsl`posProj += quadOffset;
if (inputSize.x == size.x) {
posProj = alignToPixelOrigin(posProj, viewport.zw);
}`:b.glsl`posProj += quadOffset;`;g.code.add(b.glsl`
${a.occlusionTestEnabled?"if (visible) {":""}
${k}
${a.vvColor?"vcolor \x3d interpolateVVColor(featureAttribute.y) * materialColor;":"vcolor \x3d color / 255.0 * materialColor;"}
${a.output===m.ShaderOutput.ObjectAndLayerIdColor?b.glsl`vcolor.a = 1.0;`:""}
bool alphaDiscard = vcolor.a < ${b.glsl.float(h.symbolAlphaCutoff)};
${e?`alphaDiscard = alphaDiscard && outlineColor.a < ${b.glsl.float(h.symbolAlphaCutoff)};`:""}
if (alphaDiscard) {
// "early discard" if both symbol color (= fill) and outline color (if applicable) are transparent
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
} else {
${P}
gl_Position = posProj;
}
vtc = uv;
${a.debugDrawLabelBorder?"debugBorderCoords \x3d vec4(uv01, 1.5 / combinedSize);":""}
vsize = inputSize;
${a.occlusionTestEnabled?b.glsl`} else { vtc = vec2(0.0);
${a.debugDrawLabelBorder?"debugBorderCoords \x3d vec4(0.5, 0.5, 1.5 / combinedSize);}":"}"}`:""}
}
`);f.uniforms.add(new O.Texture2DPassUniform("tex",d=>d.texture));k=a.debugDrawLabelBorder?b.glsl`(isBorder > 0.0 ? 0.0 : ${b.glsl.float(h.defaultMaskAlphaCutoff)})`:b.glsl.float(h.defaultMaskAlphaCutoff);e=b.glsl`
${a.debugDrawLabelBorder?b.glsl`
float isBorder = float(any(lessThan(debugBorderCoords.xy, debugBorderCoords.zw)) || any(greaterThan(debugBorderCoords.xy, 1.0 - debugBorderCoords.zw)));`:""}
${a.sampleSignedDistanceFieldTexelCenter?b.glsl`
// Attempt to sample texel centers to avoid that thin cross outlines
// disappear with large symbol sizes.
// see: https://devtopia.esri.com/WebGIS/arcgis-js-api/issues/7058#issuecomment-603041
float txSize = float(textureSize(tex, 0).x);
float texelSize = 1.0 / txSize;
// Calculate how much we have to add/subtract to/from each texel to reach the size of an onscreen pixel
vec2 scaleFactor = (vsize - txSize) * texelSize;
vec2 samplePos = vtc + (vec2(1.0, -1.0) * texelSize) * scaleFactor;
`:b.glsl`
vec2 samplePos = vtc;
`}
${e?b.glsl`
vec4 fillPixelColor = vcolor;
// Get distance and map it into [-0.5, 0.5]
float d = rgba2float(texture(tex, samplePos)) - 0.5;
// Distance in output units (i.e. pixels)
float dist = d * vsize.x;
// Create smooth transition from the icon into its outline
float fillAlphaFactor = clamp(0.5 - dist, 0.0, 1.0);
fillPixelColor.a *= fillAlphaFactor;
if (outlineSize > 0.25) {
vec4 outlinePixelColor = outlineColor;
float clampedOutlineSize = min(outlineSize, 0.5*vsize.x);
// Create smooth transition around outline
float outlineAlphaFactor = clamp(0.5 - (abs(dist) - 0.5*clampedOutlineSize), 0.0, 1.0);
outlinePixelColor.a *= outlineAlphaFactor;
if (
outlineAlphaFactor + fillAlphaFactor < ${k} ||
fillPixelColor.a + outlinePixelColor.a < ${b.glsl.float(h.symbolAlphaCutoff)}
) {
discard;
}
// perform un-premultiplied over operator (see https://en.wikipedia.org/wiki/Alpha_compositing#Description)
float compositeAlpha = outlinePixelColor.a + fillPixelColor.a * (1.0 - outlinePixelColor.a);
vec3 compositeColor = vec3(outlinePixelColor) * outlinePixelColor.a +
vec3(fillPixelColor) * fillPixelColor.a * (1.0 - outlinePixelColor.a);
fragColor = vec4(compositeColor, compositeAlpha);
} else {
if (fillAlphaFactor < ${k}) {
discard;
}
fragColor = premultiplyAlpha(fillPixelColor);
}
// visualize SDF:
// fragColor = vec4(clamp(-dist/vsize.x*2.0, 0.0, 1.0), clamp(dist/vsize.x*2.0, 0.0, 1.0), 0.0, 1.0);
`:b.glsl`
vec4 texColor = texture(tex, vtc, -0.5);
if (texColor.a < ${k}) {
discard;
}
fragColor = texColor * premultiplyAlpha(vcolor);
`}
// Draw debug border with transparency, so that original texels along border are still partially visible
${a.debugDrawLabelBorder?b.glsl`fragColor = mix(fragColor, vec4(1.0, 0.0, 1.0, 1.0), isBorder * 0.5);`:""}
`;switch(a.output){case m.ShaderOutput.Color:a.transparencyPassType===v.TransparencyPassType.ColorAlpha&&(c.outputs.add("fragColor","vec4",0),c.outputs.add("fragAlpha","float",1));f.code.add(b.glsl`
void main() {
${e}
${a.transparencyPassType===v.TransparencyPassType.FrontFace?"fragColor.rgb /\x3d fragColor.a;":""}
${a.transparencyPassType===v.TransparencyPassType.ColorAlpha?"fragAlpha \x3d fragColor.a;":""}
}`);break;case m.ShaderOutput.ObjectAndLayerIdColor:f.code.add(b.glsl`
void main() {
${e}
outputObjectAndLayerIdColor();
}`);break;case m.ShaderOutput.Highlight:f.constants.add("occludedHighlightFlag","vec4",x.occludedHighlightFlag),f.constants.add("unoccludedHighlightFlag","vec4",x.unoccludedHighlightFlag),f.code.add(b.glsl`
void main() {
${e}
if (voccluded == 1.0) {
fragColor = occludedHighlightFlag;
} else {
fragColor = unoccludedHighlightFlag;
}
}`)}return c}function w(a,c=A){if(a.textureIsSignedDistanceField){var e=a.anchorPosition;a=a.distanceFieldBoundingBox;null!=a?l.set(c,e[0]*(a[2]-a[0])+a[0],e[1]*(a[3]-a[1])+a[1]):l.set(c,0,0)}else l.copy(c,a.anchorPosition);return c}const A=t.create();t=Object.freeze(Object.defineProperty({__proto__:null,build:z,calculateAnchorPosForRendering:w},Symbol.toStringTag,{value:"Module"}));r.HUDMaterial=t;r.build=z;r.calculateAnchorPosForRendering=w});